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increpare.bsky.social
increpare
@increpare.bsky.social
Game developer in Berlin, innit.
www.increpare.com
Hard at work on localisation tonight.
November 15, 2025 at 10:33 PM
Don't worry, I have it covered. This isn't my first rœdeo.🙃

(I was trying to crack a joke along these lines: 'œuf' may be the French translation of the word 'egg' from English, but what's the French translation of the word 'œuf' from English? 🤔🤔🤔🤔)
November 15, 2025 at 4:08 PM
Interpretational quandry of the day (Horace 1.14 - www.pantheonpoets.com/poems/stormy... )
November 15, 2025 at 1:25 PM
Ok achievements in - wasn't so bad at all :)
November 14, 2025 at 5:32 PM
Anyone want to help out with testing #OeufGame? I'm getting stuff ready on steam as we speak! It needs testing! (Also if anyone wants to help with translations - there isn't so much text in the game so it shouldn't be too horrendous ) .

DM / email me ([email protected]) <3
November 14, 2025 at 11:22 AM
Finished third and fourth levels. [SPOILER] on the fourth was unexpected and a real delight. One of the best [SPOILER]s I've seen in a puzzle game!
November 13, 2025 at 10:22 PM
bit nosier, but...hmm... increpare.com
November 13, 2025 at 12:49 PM
I didn't know the name, lol, seems yes to specifically refer to this - thanks for the info! However putting them in a dropdown menu means that nobody will see any of them until they click. So that also has downsides. (and is also considerably finnickier to implement).
November 13, 2025 at 12:18 PM
I haven't played the original, but it seems to be the inspiration at least, based on its 2015 (!) kickstarter www.kickstarter.com/projects/178...
November 13, 2025 at 12:09 PM
November 12, 2025 at 11:45 PM
yes I have tiktok. v. special tiktok. u will like.
November 12, 2025 at 7:24 PM
Trying to add more relevant links to my site's header bar - it gets a bit overcrowded if I write them all as links - icons should be ok?
November 12, 2025 at 5:31 PM
maybe the third thing it reminds me of in feel is...Indiana Jones and His Desktop Adventures? 🤔🤔🤔 (But pure puzzle!)
November 11, 2025 at 11:17 PM
Just finished the first area, and have been looking around in #2. A bit of DROD, a bit of SOKOBAN, and two bit of...something else
- there are connections between rooms that make a difference
- optional challenges (e.g. "solve the level without taking damage") show very robust puzzle level design!
November 11, 2025 at 10:39 PM
Rain making CSG statue look even more CSG ( en.wikipedia.org/wiki/Constru... )
November 11, 2025 at 10:00 AM
All the same, for better or worse (honestly a bit relieved - one less thing to think about)
November 10, 2025 at 10:26 PM
Final results!

Doing a direct benchmark so we can compare the relative performance (this is over a whole run, invoking each version 500 times a second), we get this: That’s a nice > 100x speedup! Now it barely shows up at all! [25/25]
November 10, 2025 at 8:46 PM
Ideally we’d want to pick a plane so that we have similar numbers of points on both sides, but at this point we’re more than fast enough - I just want to see if this extra little step would help. And it did, a ~25% speedup. [24/x]
November 10, 2025 at 8:46 PM
Fourth optimization: find_bottom_point_radial_split
Checking signs is a really easy way to subdivide things, soI thought I’d try divide these arcs depending on whether they’re above or below the y=0 plane: [23/x]
November 10, 2025 at 8:46 PM
Now instead of 8 buckets with 82-124 vertices, we have 32 buckets with precisely 28 vertices each (you can’t see, but each spoke includes the subdivided points on both sides of it at the pointy side of the egg). [22/x]
November 10, 2025 at 8:46 PM
But we can still slice it up like a pie, and that worked really well once I got it working. This was super fast, took ~ 15% of the time of the previous optimisation. [21/x]
November 10, 2025 at 8:46 PM
Oops. I had forgotten I had subdivided the top (I think for texturing/lighting purposes). So a pure meridian subdivision doesn’t work. [20/x]
November 10, 2025 at 8:46 PM
Third optimization: find_bottom_point_radial
Looking at the egg, there is structure that we might be able to capitalise on: we have meridians! [18/x]
November 10, 2025 at 8:46 PM
I wanted to avoid having to go traverse multiple neighbourhoods recursively. When I made them big enough that you would almost always find yourself in the same neighbourhood, the biggest neighbourhood was bigger than the biggest of the octants, because vertices cluster at the tip of the egg. [16/x]
November 10, 2025 at 8:46 PM
So, the reason I jumped to implementing octant bucketing first is that it’s super easy to check which bucket you’re in - you just have to check the signs of the various coordinates. [13/x]
November 10, 2025 at 8:46 PM